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| 1 | +// SPDX-License-Identifier: LGPL-3.0-or-later |
| 2 | + |
| 3 | +#include <QOpenGLShaderProgram> |
| 4 | +#include <QOpenGLContext> |
| 5 | +#include <QFile> |
| 6 | +#include <scratchcpp/scratchconfiguration.h> |
| 7 | + |
| 8 | +#include "shadermanager.h" |
| 9 | +#include "graphicseffect.h" |
| 10 | + |
| 11 | +using namespace scratchcpprender; |
| 12 | + |
| 13 | +using ConverterFunc = float (*)(float); |
| 14 | + |
| 15 | +static float wrapClamp(float n, float min, float max) |
| 16 | +{ |
| 17 | + // TODO: Move this to a separate class |
| 18 | + const float range = max - min; |
| 19 | + return n - (std::floor((n - min) / range) * range); |
| 20 | +} |
| 21 | + |
| 22 | +static const QString VERTEX_SHADER_SRC = ":/qt/qml/ScratchCPP/Render/shaders/sprite.vert"; |
| 23 | +static const QString FRAGMENT_SHADER_SRC = ":/qt/qml/ScratchCPP/Render/shaders/sprite.frag"; |
| 24 | + |
| 25 | +static const char *TEXTURE_UNIT_UNIFORM = "u_skin"; |
| 26 | + |
| 27 | +static const std::unordered_map<ShaderManager::Effect, const char *> |
| 28 | + EFFECT_TO_NAME = { { ShaderManager::Effect::Color, "color" }, { ShaderManager::Effect::Brightness, "brightness" }, { ShaderManager::Effect::Ghost, "ghost" } }; |
| 29 | + |
| 30 | +static const std::unordered_map<ShaderManager::Effect, const char *> |
| 31 | + EFFECT_UNIFORM_NAME = { { ShaderManager::Effect::Color, "u_color" }, { ShaderManager::Effect::Brightness, "u_brightness" }, { ShaderManager::Effect::Ghost, "u_ghost" } }; |
| 32 | + |
| 33 | +static const std::unordered_map<ShaderManager::Effect, ConverterFunc> EFFECT_CONVERTER = { |
| 34 | + { ShaderManager::Effect::Color, [](float x) { return wrapClamp(x / 200.0f, 0.0f, 1.0f); } }, |
| 35 | + { ShaderManager::Effect::Brightness, [](float x) { return std::clamp(x, -100.0f, 100.0f) / 100.0f; } }, |
| 36 | + { ShaderManager::Effect::Ghost, [](float x) { return 1 - std::clamp(x, 0.0f, 100.0f) / 100.0f; } } |
| 37 | +}; |
| 38 | + |
| 39 | +static const std::unordered_map<ShaderManager::Effect, bool> |
| 40 | + EFFECT_SHAPE_CHANGES = { { ShaderManager::Effect::Color, false }, { ShaderManager::Effect::Brightness, false }, { ShaderManager::Effect::Ghost, false } }; |
| 41 | + |
| 42 | +Q_GLOBAL_STATIC(ShaderManager, globalInstance) |
| 43 | + |
| 44 | +ShaderManager::Registrar ShaderManager::m_registrar; |
| 45 | + |
| 46 | +ShaderManager::ShaderManager(QObject *parent) : |
| 47 | + QObject(parent) |
| 48 | +{ |
| 49 | + QOpenGLContext *context = QOpenGLContext::currentContext(); |
| 50 | + Q_ASSERT(context); |
| 51 | + |
| 52 | + if (!context) { |
| 53 | + qWarning("ShaderManager must be constructed with a valid OpenGL context."); |
| 54 | + return; |
| 55 | + } |
| 56 | + |
| 57 | + // Compile the vertex shader (it will be used in any shader program) |
| 58 | + QByteArray vertexShaderSource; |
| 59 | + QFile vertSource(VERTEX_SHADER_SRC); |
| 60 | + vertSource.open(QFile::ReadOnly); |
| 61 | + vertexShaderSource = "#version 330 core\n" + vertSource.readAll(); |
| 62 | + |
| 63 | + m_vertexShader = new QOpenGLShader(QOpenGLShader::Vertex, this); |
| 64 | + m_vertexShader->compileSourceCode(vertexShaderSource); |
| 65 | + Q_ASSERT(m_vertexShader->isCompiled()); |
| 66 | + |
| 67 | + // Load the fragment shader source code |
| 68 | + QFile fragSource(FRAGMENT_SHADER_SRC); |
| 69 | + fragSource.open(QFile::ReadOnly); |
| 70 | + m_fragmentShaderSource = fragSource.readAll(); |
| 71 | + Q_ASSERT(!m_fragmentShaderSource.isEmpty()); |
| 72 | +} |
| 73 | + |
| 74 | +ShaderManager *ShaderManager::instance() |
| 75 | +{ |
| 76 | + return globalInstance; |
| 77 | +} |
| 78 | + |
| 79 | +QOpenGLShaderProgram *ShaderManager::getShaderProgram(const std::unordered_map<Effect, double> &effectValues) |
| 80 | +{ |
| 81 | + int effectBits = 0; |
| 82 | + bool firstSet = false; |
| 83 | + |
| 84 | + for (const auto &[effect, value] : effectValues) { |
| 85 | + if (value != 0) |
| 86 | + effectBits |= static_cast<int>(effect); |
| 87 | + } |
| 88 | + |
| 89 | + // Find the selected effect combination |
| 90 | + auto it = m_shaderPrograms.find(effectBits); |
| 91 | + |
| 92 | + if (it == m_shaderPrograms.cend()) { |
| 93 | + // Create a new shader program if this combination doesn't exist yet |
| 94 | + QOpenGLShaderProgram *program = createShaderProgram(effectValues); |
| 95 | + |
| 96 | + if (program) |
| 97 | + m_shaderPrograms[effectBits] = program; |
| 98 | + |
| 99 | + return program; |
| 100 | + } else |
| 101 | + return it->second; |
| 102 | +} |
| 103 | + |
| 104 | +void ShaderManager::setUniforms(QOpenGLShaderProgram *program, int textureUnit, const std::unordered_map<Effect, double> &effectValues) |
| 105 | +{ |
| 106 | + // Set the texture unit |
| 107 | + program->setUniformValue(TEXTURE_UNIT_UNIFORM, textureUnit); |
| 108 | + |
| 109 | + // Set the uniform values for the enabled effects and reset the other effects |
| 110 | + for (const auto &[effect, name] : EFFECT_TO_NAME) { |
| 111 | + const auto it = effectValues.find(effect); |
| 112 | + double value; |
| 113 | + |
| 114 | + if (it == effectValues.cend()) |
| 115 | + value = 0; // reset the effect |
| 116 | + else |
| 117 | + value = it->second; |
| 118 | + |
| 119 | + auto converter = EFFECT_CONVERTER.at(effect); |
| 120 | + program->setUniformValue(EFFECT_UNIFORM_NAME.at(effect), converter(value)); |
| 121 | + } |
| 122 | +} |
| 123 | + |
| 124 | +void ShaderManager::registerEffects() |
| 125 | +{ |
| 126 | + // Register graphic effects in libscratchcpp |
| 127 | + for (const auto &[effect, name] : EFFECT_TO_NAME) { |
| 128 | + auto effectObj = std::make_shared<GraphicsEffect>(effect, name); |
| 129 | + libscratchcpp::ScratchConfiguration::registerGraphicsEffect(effectObj); |
| 130 | + } |
| 131 | +} |
| 132 | + |
| 133 | +QOpenGLShaderProgram *ShaderManager::createShaderProgram(const std::unordered_map<Effect, double> &effectValues) |
| 134 | +{ |
| 135 | + QOpenGLContext *context = QOpenGLContext::currentContext(); |
| 136 | + Q_ASSERT(context && m_vertexShader); |
| 137 | + |
| 138 | + if (!context || !m_vertexShader) |
| 139 | + return nullptr; |
| 140 | + |
| 141 | + // Version must be defined in the first line |
| 142 | + QByteArray fragSource = "#version 330\n"; |
| 143 | + |
| 144 | + // Add defines for the effects |
| 145 | + for (const auto &[effect, value] : effectValues) { |
| 146 | + if (value != 0) { |
| 147 | + fragSource.push_back("#define ENABLE_"); |
| 148 | + fragSource.push_back(EFFECT_TO_NAME.at(effect)); |
| 149 | + fragSource.push_back('\n'); |
| 150 | + } |
| 151 | + } |
| 152 | + |
| 153 | + // Add the actual fragment shader |
| 154 | + fragSource.push_back(m_fragmentShaderSource); |
| 155 | + |
| 156 | + QOpenGLShaderProgram *program = new QOpenGLShaderProgram(this); |
| 157 | + program->addShader(m_vertexShader); |
| 158 | + program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragSource); |
| 159 | + program->link(); |
| 160 | + |
| 161 | + return program; |
| 162 | +} |
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